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  • #10663
    Skelebone
    Participant

    I’ve been playing Assassin’s Creed 4: Black Flag recently, and I wanted to create a ship and crew based on it, so here’s what I’ve come up with.

    Relevant Keywords: Assassin: +1 to all boarding rolls. After a successful boarding party, roll a d6. On a 5 or a 6, eliminate the crew with the highest point cost.

    Brig: This ship gets +1 to all ramming rolls.

    Jackdaw

    Cost: 13

    Affiliation: Pirate

    Masts: 3

    Cannons: 3S, 2L, 3S

    Cargo: 4

    Movement: S+S

    Ability: Brig. Cannot be boarded.

    Link: Edward Kenway

    Flavor Text: Originally the Spanish brig El Dorado, she was stolen from a treasure fleet in the middle of a hurricane by the pirate Edward Kenway and rechristened the Jackdaw.

     

    Edward Kenway

    Cost: 7

    Ability: Assassin. Any nationality crew can use their abilities on any ship in this fleet. Acts as a helmsman.

    Link: Jackdaw (takes up no cargo space)

    Flavor Text: Once a privateer for the Royal Navy, Kenway soon turned to a life of piracy after the Navy no longer wanted him.

     

    I don’t know if this is too overpowered or not, but I tried to make the abilities similar to the game.

    #10664
    Xerecs
    Moderator

    Seems okay, but I think the wording and language for the ability need to be cleared up. Simply saying “Cannot be boarded” is rather vague. I would recommend changing the wording to: This ship cannot be boarded unless she initiates the boarding attempt.

    Any nationality crew can use their abilities on any ship in this fleet.

    Does this mean that a Jade crew would be able to use their abilities on another pirate ship if Kenway was in the same fleet? If it does, then this is far too powerful.

    Does the second half of Assassin happen in addition to, or instead of the usual result? If it’s in addition to, I could see the keyword being worth about 5 points, since +1 to boarding rolls is about 2.

    Acts as a helmsman.

    Does this mean that he has the helmsman ability, or does it mean something else?

    #10665
    Skelebone
    Participant

    Seems okay, but I think the wording and language for the ability need to be cleared up. Simply saying “Cannot be boarded” is rather vague.

    Thanks, I’ll be sure to edit it.

    Does this mean that a Jade crew would be able to use their abilities on another pirate ship if Kenway was in the same fleet? If it does, then this is far too powerful.

    Yeah, that was the original intent, but your right, that is too powerful. I’m going to change it to just the ship itself.

    Does the second half of Assassin happen in addition to, or instead of the usual result? If it’s in addition to, I could see the keyword being worth about 5 points, since +1 to boarding rolls is about 2.

    In addition to, and 5 points for the keyword was my thinking aswell

    Does this mean that he has the helmsman ability, or does it mean something else?

    Yes, he has the helmsman ability, however I’m considering removing that line.

    • This reply was modified 1 month, 1 week ago by Skelebone.
    #10667
    Xerecs
    Moderator

    It’s fine for him to keep the helmsman ability, just use either the keyword Helmsman or This ship gets +S to her base move.

    With the proposed edits, Kenway seems to be coming out to about 10 points. Assassin=5, Crew of any nationality may use their abilities on this ship=3, Helmsman=2.

    #10668
    Woelf
    Moderator

    @JonathanBowen

    I can see what you mean about Axiom’s ability as breakable. I’ve written up a possible edit for her second ability though

    1. Once per turn, if this is at her cargo limit, and you can draw a straight line to her Home Island, you may eliminate one of this ship’s crew. If you do, she gets +S+S to her base move, but can only be given move actions along that line. These conditions will reset when she reaches her Home Island.

    Took some inspiration from Jack’s Compass (DPoC) for the ability, but it still might not keep her from breaking territory. What do you think of this alternate ability?

    With it not being an instant effect like the Compass, the “straight line” requirement will be problematic. An enemy ship (or even a friendly) could stop on that line to block some or all of the ship’s movement, and harmful terrain could be dropped (or moved) onto the line as well from various effects. Things get really weird if any of the islands in play are Great Turtles (or Bad Maps pops up), because they could shift the line so that it crosses directly over an island.

    Then there are cancelers… you’ll have to decide if the effect remains “locked” once set (similar to the Davy Jones Kraken boost), or if targeting it will break the line, allowing the ship to go elsewhere (minus the movement bonus).

    #10672
    Skelebone
    Participant

    Hot Air Balloons

    Basically a support unit like native canoes. Destroyed in one shot, no firepower. Must be towed behind a ship, but doesn’t reduce the ship’s speed (unless the ship’s base move is three movements, then it will go down to its first two). It would give the ship towing it +1 to its cannon rolls unless it’s already a 2. You could also choose to roll a d6, and on a 5 or a 6 you would increase an S-range cannon to an L-range cannon. Not sure about point cost yet, but one ‘card’ so-to-speak would contain 2.

    • This reply was modified 1 month, 1 week ago by Skelebone.
    #10674
    Xerecs
    Moderator

    Nifty idea, kind of reminds me of a flotilla, but much better. I think occasionally increasing a ships range would be better than giving a general +1 to cannon rolls. Wording would look like: Once per turn roll a d6. On a result of 5-6 choose one of this ships S range cannons, that cannon has L range for this turn.

    #10679
    Woelf
    Moderator

    @Skelebone

    Hot Air Balloons

    Basically a support unit like native canoes. Destroyed in one shot, no firepower. Must be towed behind a ship, but doesn’t reduce the ship’s speed (unless the ship’s base move is three movements, then it will go down to its first two). It would give the ship towing it +1 to its cannon rolls unless it’s already a 2. You could also choose to roll a d6, and on a 5 or a 6 you would increase an S-range cannon to an L-range cannon. Not sure about point cost yet, but one ‘card’ so-to-speak would contain 2.

    If it’s always going to be attached to a ship and has no use on its own, this would make more sense as Equipment.
    It could take up no cargo space when revealed (deployed).

    #10682
    Skelebone
    Participant

    If it’s always going to be attached to a ship and has no use on its own, this would make more sense as Equipment.

    It could take up no cargo space when revealed (deployed).

    I’m thinking it could also be “detached” and give it’s effects to whichever ship is closest.

     

    Another ship from my Pirates of the Baltic Sea custom set, based on Mysterious Islands 028 Prussian Crown:

    Schultzie

    Cost: 23

    Affiliation: Germany

    Masts: 5

    Cannons: 2S-3L-3L-3L-2S

    Cargo: 4

    Movement: S+S

    Ability: This ship eliminates two masts with one hit. If this ship has a captain crew, she gets +1 to her cannon and boarding rolls.

    Flavor Text: After being recaptured from pirates by the Black Baron himself, the Schultzie was refitted to become one of the German Navy’s fiercest ships.

    #10683
    Xerecs
    Moderator

    That is a good ship. The abilities complement one another nicely, and she’s decently quick for a fiver as well. If you want to keep her abilities more or less the same, then her point cost would need to go up, maybe to 26 points.

    #10684
    Jonathan Bowen
    Participant

    @Woelf:

    I was thinking, for the Axiom, that I might just change her ability to be a speed boost on that one turn. It’ll just make it easier all around, while still maintaining a similarity to the original draft idea.

    I have once again fallen behind on posts; so double today!
    Coming at you now are the first French pieces of Eldest Seas

    Relevant Keywords

    Nephilim: If this ship is assigned a helmsman crew, she gains +L to her base move instead of +S.

    S-Board: Once per turn, this ship may initiate a boarding party from within S away from an enemy ship without ramming. The boarded ship may not use any boarding bonuses.

    1. Sebastian Verlac
    Points: 8
    Ability: Nephilim. Black Mark. S-Board.
    Link: Verlac

    Flavor: An outcast in his own family, Sebastian Verlac found friends on the other side of life. Now in command of his family’s ship, he has no real loyalty to Jace Herondale, and plans to make that clear.

    2. Verlac
    Points: 15
    Masts: 4
    Cannons: 4S, 3S, 3S, 4S
    Cargo: 3
    Base Move: L
    Ability: Nephilim. Cursed ships get +1 to their cannon rolls against this ship.
    Link: Sebastian Verlac

    Flavor: Passed down from father to son, the Verlac is a private galleon owned by the Verlac family. Now under the command of the family’s youngest son, loyalty to Herondale will be tested by Sebastian’s ties to the unnatural.

    3. Penhallow
    Points: 18
    Masts: 4
    Cannons: 3S, 3S, 3S, 3S
    Cargo: 4
    Base Move: S+S
    Ability: Nephilim.

    Flavor: The captain of the Penhallow is a distant relative of the Verlac family, and as such, has been asked to keep a close eye on the family heir, Sebastian. Loyal to both family and Herondale, the Penhallow’s crew will do what is needed to complete this task.

    4. Feu de Neige
    Points: 14
    Masts: 3
    Cannons: 2S, 2L, 2S
    Cargo: 2
    Base Move: L+S
    Ability: This ship gets +1 to her cannon rolls against The Cursed.

    Flavor: Named for a legendary stallion, the Snowfire is crewed by men whose lives have been ruined or damaged by The Cursed Empire. Their hatred and desire for revenge makes her a force to be reckoned with.

    It’s not that exciting, but it’s a start.
    Let me know what you think of these pieces! Leave your comments, questions, and concerns, and I’ll try to get back to you as soon as I can!

    Until next post;
    -J. W. Darkhurst

    #10685
    Xerecs
    Moderator

    These are all interesting, though I think the Feu could come down one or two points. She’s a great midsize gunship.

    #10692
    Jonathan Bowen
    Participant

    Hello again, all
    I have brought the next two French pieces from Eldest Seas!
    This will be short and to the point because I’m awake at *insert post time* and I probably need sleep

    Keywords

    Armed Merchant: Once per turn, as a free action, one of this ship’s canons may shoot at one enemy target in range. This shot cannot have its range or rank increased. (A captain crew is not needed for this action)

    +2 Gold Bonus: One of this ship’s treasures is worth +2 gold when unloaded at your home island.

    Nephilim: If this ship is assigned a helmsman crew, she gains +L to her base move instead of +S

    5. Force de Commerce
    Points: 20
    Masts: 5
    Cannons: 4S, 4S, 4S, 4S, 4S
    Cargo: 7
    Base Move: L
    Ability: Armed Merchant. +2 Gold Bonus. This ship ignores the first hit she takes each turn so long as she has all of her masts.

    Flavor: A massive merchant vessel, the Force de Commerce is one of France’s most prestigious merchant ships. It is considered an honor by many sailors to serve aboard her.

    6. Seigneur des Ombres
    Points: 18
    Masts: 5
    Cannons: 2S,2S,3L,3L,3L
    Cargo: 4
    Base Move: L
    Ability: Nephilim. This ship gets +1 to boarding rolls.

    Flavor: Sent to the French as a symbol of peace, the “Lord of Shadows” was built by Herondale’s best craftsmen. Her crew has been specially trained to be efficient and effective when boarding unnatural ships.

    Woo, that’s two more down!
    Tell me y’all’s thoughts on these 5-ers; I’ll respond to feedback as soon as I can.

    Until next post;
    -J. W. Darkhurst

    #10700
    Jonathan Bowen
    Participant

    Alright, I’m back again, and this time I’m not about to pass out from sleep deprivation.
    So let’s get into the next couple of French pieces from Eldest Seas!

    Relevant Keywords

    Sniper: You may double the range of this ship’s cannons each turn, but you must roll a 6 to hit.

    Privateer: This piece may use its abilities on any ship, but it gains the Loyal: X keyword for its flag faction.

    Reroll: Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result

    7. Suprématie
    Points: 30
    Masts: 5
    Cannons: 2L, 2L, 2L, 2L, 2L
    Cargo: 5
    Base Move: S
    Ability: Sniper. This ship may move S as a free action after sinking another ship

    Flavor: The Suprématie is the ultimate display of French power on the seas. With superior cannons and combat techniques, she is certain to be the victor of any battle.

    8. Laurence de Coquin
    Points: 8
    Ability: Privateer. Captain. Reroll.

    Flavor: A few steps removed from a pirate, Laurence has little personal loyalty to France. Instead, he utilizes his skill set to the advantage of whoever makes him richer.

    And that’s the next two down. Yes the French have three fivers in Eldest Seas; that’s just how it be sometimes. But anyway! Let me know what y’all think of these two! Leave your comments, questions, and concerns, and I’ll get back to you as soon as I can.

    Until next post;
    -J. W. Darkhurst

    #10701
    Xerecs
    Moderator

    Suprematie is already pretty good, so I don’t think she needs improving…..but I would like to see her go from S to L speed. 😀

    #10742
    Ben
    Keymaster

    Time to respond to 3 months’ worth of posts in this thread!  XD

    @JW Darkhurst: Thank you for the feedback!

    I like the Garroway and Luke Gray.  Morgenstern sounds like she’s in a pretty messed up situation… maybe the Loa can get involved somehow.  😉

    Besides I think the last line of his ability text prevents any kind of use on non-Corsair ships.

    Indeed, the “can only use their abilities on _ ships” is supposed to override the “Free Ride” ability of Anamaria and others.

    The USS Breach is an experimental vessel with extra gun ports built lower into her hull meant to target submersibles.

    Sounds ripe for a foundering.  Let’s hope she doesn’t encounter heavy seas or sudden changes in wind direction.  It would be interesting to give a negative “weather” ability, such as -1 to her storm rolls.  Or, perhaps on turns after she shoots at a submerged vessel, she sinks when her last mast is eliminated.  All I can say is that “experiment” would not turn out well in real life, as has been documented by history.

    I like the new Repeating Guns better.  What if a 4 master has 2 guns in range?  Can they use the ability or do they need all guns to be in range as well?

    I like the Subjugator at 20 points.  I would put Jacob Raines at 5 points since I like Marine at 4.

    I agree with Xerecs that the Lucrehulk could be S speed, and I like his alternate ability for the Resurgent.

    USS Democracy reminds me of a few of my 4-5 mast ships from Epic Seas.  The Castaway would be fine at 6 points.  For the Axiom, I would simply not recommend the “line to HI” thing – keeping track of that would be obnoxious and hard to remember.

    The Verlac seems pretty inept to me.  I’d be fine with her being test at about 13 points.  I’m the type of custom creator who might put the Force de Commerce at more than 20 points, maybe 22 or 23.  Though, for all I know I may have a similar custom that is just as good.  XD  I like the “Lord of Shadows”.

    For 30 points I’m shocked by how underwhelming the Suprématie looks – neither of her abilities are particularly useful or expensive.  If you keep her as-is, I think 21 points might work. (maybe that is too low haha and I’m just rusty)  With L speed perhaps 23-24 points?  Maybe I’m missing something, but I feel like their Ville de Paris from CC is pretty much as good of a ship.

    @Xerecs: Wow, that Carrier idea is wild and interesting.  I like it more than I thought I would, especially since native canoes could actually be disassembled aboard a large ship and stored below decks.

    It doesn’t seem particularly OP or anything, aside from it allowing for weird non-thematic situations where a ship (or string of ships) would keep loading and unloading the canoes in a chain of some sort.

    Oh boy Xerecs, more chaining to experiment with!  ;P

    I’m creating a new set, called Pirates of the Baltic Sea. It will add Sweden and Russia, as well as a Germany that has united about 100 or so years earlier than in our time line (and has a stronger navy).

    @Skelebone: Fantastic!  Will it be entirely based on history?

    Yacht: +1 to all shooting rolls against pirates. If the ship isn’t carrying any treasure or crew, it has an extra S movement.

    I HIGHLY recommend using wording as close as possible to Wizkids’ abilities.  In which case Yacht would look like this: “This ship gets +1 to her cannon rolls against the Pirates.*  If this ship is not carrying any treasure or crew, she gets +S to her base move.”

    *Since I’m assuming it would apply against forts and Marines, not just ships.

    The ship looks fair for gameplay!

    Assassin: +1 to all boarding rolls. After a successful boarding party, roll a d6. On a 5 or a 6, eliminate the crew with the highest point cost.

    Again, I recommend cleaning this up to avoid confusion.  For example, I assume the crew with the highest point cost has to come from the losing ship?

    I don’t like the Brig keyword because the brigs I know about have 2 masts.  It sounds like a ship-type keyword that should only be used on square-rigged 2 masters.

    Hot Air Balloons

    Not something I’ll ever want to see in an Age of Sail game, but maybe that’s just me.

    I agree that the Schultzie should be more expensive.

    @Woelf: Thank you as always for providing your incredible insight into the game.  Even though you do not play Pirates as much as you used to, you’re still able to ask questions that other people never seem to think of, which provides additional clarity for how abilities should work.  I’ve only been out of the loop a few months and I feel a little rusty.  XD

    ~~~~~

    Might as well post a few “new” ones of my own then!

    Hades’ Crisis
    Type: Ship
    Faction Affiliation: The Cursed
    Rarity: R
    Point Value: 18
    Number of Masts: 4
    Cargo Space: 5
    Base Move: L
    Cannons: 4L-3S-4S-4L
    Ability: Galley. Fear. Fire Shot.* If this ship is not assigned cargo, she gets +L to her base move. If this ship is assigned at least 5 crew, she gets +1 to her cannon rolls.
    *Fire Shot: Once per turn when this ship is given a shoot action, one of her cannons can shoot a fire shot. Declare which cannon will shoot the fire shot before rolling the d6. If it hits, the target’s controller replaces one of her masts with a fire mast. If the cannon roll is a 1, eliminate Fire Shot from the game and replace one of this ship’s masts with a fire mast.

    Flavor text: This legendary ship from Hell is feared to be more than just a myth. She presents a conundrum – fast when used as a basic resource ferry, but deadly when crewed with fiends of the devil.

    Devil’s Rage
    Type: Ship
    Faction Affiliation: The Cursed
    Rarity: C
    Point Value: 13
    Number of Masts: 2
    Cargo Space: 2
    Base Move: S+S
    Cannons: 2L-2L
    Ability: Longship. This ship may use equipment with “shot” in the name from outside the game for any of her cannon shots, even if that equipment is not assigned to this ship.

    Flavor text: Putting up an incredible barrage of deadly projectiles at the nearest sign of humanity, the Devil’s Rage is one of the fiercest small warships afloat.

    Julonia Kintelis (not my artwork!)
    Julonia Kintelis
    Type: Crew
    Faction Affiliation: Mercenary
    Rarity: C
    Point Value: 10
    Ability: Ex-Patriot. Captain. Stinkpot Specialist. If a sea monster begins its move within L of this ship, it gets +L to its base move.

    Flavor text: After abandoning her French name and ancestry, this determined sailor set out for a life of her own. Finding employment as a mercenary, she knows how to pilot a ship and shut down the crew of an enemy ship. Lately she found she has a strange connection to underwater beasts of the sea.

    Here’s an experiment:
    Flaming Archers
    Type: Crew
    Faction Affiliation: Neutral (these are generic crew that can use their abilities on ships of any nationality)
    Rarity: C
    Point Value: 1
    Ability: These crew can use their abilities on any ship and are not subject to the No-Duplicates rule or the No-Stacking rule. This ship gains one 4S cannon that can’t have its range or rank increased. It can shoot from any mast (even an eliminated mast). When the cannon hits, replace of the enemy ship’s masts with a fire mast.

    Flavor text: Taking inspiration from a bygone age, these archers occasionally live up to their billing as an effective way of setting an enemy’s rigging alight.

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

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